tiii presentation by dr. ir s.a.g. stephan wensveen
DESCRIPTION
Presentation about the design and development aproach at the TU Eindhoven.TRANSCRIPT
/ Designing Quality in TIII
!!!!!!!Stephan Wensveen
/ Designing Quality in Tangible Intuitive Interactive Interfaces
!!!!!!!Stephan Wensveen with many others
/ The physical and digital world
Physical world!Clearly defined physical form and functionality Well established familiar use Language that everybody speaks / concrete !Digital world!Changeable and programmable functionality Needs an interface to be able to “use” Language you need to “learn” / abstract !!
Bishop (1992)
/ Tangible Interaction Combining best of both worlds
Bringing the flexibility and opportunities that the digital world offers into the physical world. !Characteristics (from Hornecker and Buur, 2006): !Tangibility and materiality Physical embodiment of data Embodied interaction and bodily movement are essential Embeddedness in real space.
Hornecker, E., & Buur, J. (2006, April). Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 437-446). ACM.
/ Red thread
Where do we come from? !What do we believe in?
/ Theoretical Anchoring
Ecological Perception
PragmatismPhenomenology
Theories
Alarm Clock
Rich Interface Camera
Funky Design Space
Designs
Fonckel Light
Resonant Interaction
Interaction Frogger
Rich Interaction
Intuitive Interaction
Frameworks
Aesthetic Interaction
/ CHALLENGING THE STATUS QUO (Djajadiningrat et. al. 2000)
1. Don’t think products, think experiences. 2. Don’t think beauty in appearance, think beauty in interaction. 3. Don’t think ease of use, think enjoyment of the experience. 4. Don’t think buttons, think rich actions. 5. Don’t think labels, think expressiveness and identity. 6. Metaphor sucks 7. Don’t hide, don’t represent. Show. 8. Don’t think affordances, think irresistibles. 9. Hit me, touch me, and I know how you feel. 10. Don’t think thinking, just do doing
Djajadiningrat, J. P., Overbeeke, C. J., & Wensveen, S. A. G. (2000, April). Augmenting fun and beauty: a pamphlet. In Proceedings of DARE 2000 on Designing augmented reality environments (pp. 131-134). ACM.
/ 3 views on Tangible Interaction Hornecker and Buur (2006)
Data Centered view!Originated in Computer Science and HCI Relies on physical representation and manipulation of digital data !Perceptual Motor / Expressive Movement Centered view!Originated in Industrial and Product Design Exploits the sensory richness and action potential of physical objects !Space Centered view!Influenced from Arts and Architecture Combining real space and real objects with digital displays
Hornecker, E., & Buur, J. (2006, April). Getting a grip on tangible interaction: a framework on physical space and social interaction. In Proceedings of the SIGCHI conference on Human Factors in computing systems (pp. 437-446). ACM.
/ Data Centered view Ulmer and Ishii (2001)
1. Physical representations are computationally coupled to underlying digital information !2. Physical representations embody mechanisms for interactive control !3. Physical representations are perceptually coupled to actively mediated digital representations !4. Physical state of tangibles embodies key aspects of the digital state of the system
Ullmer, B., & Ishii, H. (2000). Emerging frameworks for tangible user interfaces. IBM systems journal, 39(3.4), 915-931.
/Poco (2005)by Philip Ross
Data Centered view Ulmer and Ishii (2001)
/ Perceptual Motor Centered view Djajadiningrat et al. (2002)
Rich opportunities for differentiation in appearance and action possibilities !Expressive Aesthetics !Expressive Actions
Djajadiningrat, T., Wensveen, S., Frens, J. and Overbeeke, K. (2004) Tangible products: redressing the balance between appearance and action. Personal and Ubiquitous Computing, Volume 8/5, Springer-Verlag London Ltd. pp. 294 - 309.
/
Perceptual Motor Centered view Djajadiningrat et al. (2002)
Moto (2005)by Philip Ross
/ Semantic Approach !cognition/language semantics/semiotics icons/metaphor knowable
Direct Approach !behavior/action affordances/effectivities feedforward/feedback tangible
/ 9. Hit me, touch me, and I know how you feel.
Wensveen, S.A.G., Overbeeke, C.J., and Djajadiningrat, J.P. (2000) Touch me, hit me and I know how you feel. A design approach to emotionally rich interaction. Proceedings of DIS’00, Designing Interactive Systems. ACM, New York, 48-53.
/Alarm Clockby Stephan Wensveen
/ Controlled experiment
The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm
/ Research through Design
/ ExperimentsChapter 5
hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm
/ ExperimentsChapter 5
hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm
/ Affective state: ValenceChapter 5
/ Affective state: ArousalChapter 5
/ UrgencyChapter 5
hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm
/ High urgencyChapter 5
/ Low urgencyChapter 5
/ ExperimentsChapter 5
‘watch film clip’ and empathize set the alarm clock fill in form
/
/ ExperimentsChapter 5
hypothesis: The alarm clock can recognize the affective state of the user and the level of urgency from the way the user sets the alarm
/ Action parametersChapter 5
!
!
‘ActionNo’: amount of actions ‘Displace’: displacement of slider (1-60 min.) ‘Duration’ of one action ‘Waiting’ between two actions ‘Speed’ of one action ‘Sliders’: amount of sliders during one action
/ Pattern parametersChapter 5
Vertical symmetry
/ Pattern parametersChapter 5
Horizontal Symmetry
/ Pattern parametersChapter 5
Towards/Away
/ Pattern parametersChapter 5
Towards/Away
/ Pattern parametersChapter 5
Centralization
/ Pattern parametersChapter 5
Centralization
/ Pattern parametersChapter 5
Smoothness
/ Pattern parametersChapter 5
Smoothness
/ Results: ValenceChapter 5
more balance more symmetry faster actions
/ Results: ArousalChapter 5
action towards user less V-symmetry faster actions smoother patterns less balance
/ Results: UrgencyChapter 5
smoother patterns less balance less V-symmetry
/Interaction Frogger Frameworkby Stephan Wensveen
inherent!feedback!
augmented!feedback!
functional!feedback!
action!
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inherent!feedforward!
augmented!feedforward!
functional!feedforward!
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/ 2. Don’t think beauty in appearance, think beauty in interaction.
Research through Design by Philip Ross Ethics and Aesthetics targeting human values Embodied design approach
Ross, P.R. & Wensveen, S.A.G. (2010). Designing behavior in interaction : using aesthetic experience as a mechanism for design. International Journal of Design, 4(2), 3-13.
/ CHALLENGING THE STATUS QUO (Djajadiningrat et. al. 2000)
1. Don’t think products, think experiences. 2. Don’t think beauty in appearance, think beauty in interaction. 3. Don’t think ease of use, think enjoyment of the experience. 4. Don’t think buttons, think rich actions. 5. Don’t think labels, think expressiveness and identity. 6. Metaphor sucks 7. Don’t hide, don’t represent. Show. 8. Don’t think affordances, think irresistibles. 9. Hit me, touch me, and I know how you feel. 10. Don’t think thinking, just do doing !
/ Designing for perceptive qualities (Deckers et al. 2012)
inspired by phenomenology of perception (Merleau-Ponty, 1945) !new perspective on forming and framing an artifact’s intelligence from an action- and quality centered approach !notion of perceptual crossing !reciprocal nature of ‘I see you seeing me’.
Deckers,E.J.L.,Levy,P.D.,Wensveen,S.A.G., Overbeeke, C.J., Designing for Perceptual Crossing: Applying and Evaluating Design Notions, International Journal of Design 6/3, (2012), 41-55.
/
/ Designing Quality in TIII
!!!!!!!Stephan Wensveen
/ Designing Quality in Textile Intuitive Interactive Interfaces
!!!!!!!Stephan Wensveen
/ Growth Plan for an Inspirational Test-Bed of Smart Textile Services
Stephan Wensveen @swensveen Oscar Tomico @otomico Martijn ten Bhömer @mtbhomer Kristi Kuusk @kristikuusk
Wensveen, S., Tomico, O., ten Bhömer, M., & Kuusk, K. (2014, June). Growth plan for an inspirational test-bed of smart textile services. In Proceedings of the 2014 conference on Designing interactive systems (pp. 141-150). ACM.
Inspirational Test-bed
The goal of the test-bed is to inspire and inform the Dutch creative industries of textile, interaction and service design to combine their strengths and share opportunities.
/ / / /Incubation
Phases of growth Each phase ends with prototyping Each phase stimulates testing in ‘real life’ Each phase has its own characteristics
Nursery Adoption
Ross, P., & Tomico, O. (2009). The Growth Plan: An approach for considering social implications in Ambient Intelligent system design. In Proc. of the AISB 2009 convention (pp. 6-9).
/ / / /Incubation Phase
material innovation conceptual curiosity personal craft and creativity
/ / / /material innovation
Incubation Phase
/ / / /conceptual curiosity
Incubation Phase
/ / / /!!personal craft and creativity
Incubation
/ / / /Nursery Phase
commitment in scaling up co-crafting with multiple disciplines confrontation
/ / / /commitment in scaling up
Nursery Phase
Nursery Phase
!co-crafting with multiple disciplines
/ROLE OF THE BODY
exploring how textiles can be dynamic and move, behave & change properties based on the way of being, walking & living
/look at the movements that these objects empower,
explore movements of others to create empathy
/
ideating on the body
/
material explorations on the body
/
lo-fi prototyping on the body
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hi-fi prototyping on the body
/‘the thing’
Sonia Aïssaoui (ArtEZ), Verena Schepperheyn (ArtEZ), Yiyu Chen (ArtEZ), Tamás Fejér (TU/e), Eef Lubbers (TU/e), Meerthe Heuvelings (TU/e)
/
/ / / /Nursery Phase
!!confrontation
/ / / /exhibition exposure enterprising
Adoption Phase
/ / / /Unlace
by Eef Lubbers
Transition from Incubation to Nursery to Adoption
more time and resources needed comes with personal and conceptual concessions transitions are too soon? difficult to align societal, academic and economic adoption
/
/ / / /TexTales
/ / / /Vigour
/ / / /Vigour
/ Conclusion
What: Test-bed to inform and inspire the existing cultures of interaction and textile design to join strengths !How: Growth Plan in three phases as a methodological contribution !Why: Aim for a slower, more sustainable community and foundation towards a mature future of smart textile services
/ Acknowledgements
We acknowledge all designers, researchers and partners from CRISP and Wearable Senses that made this research and pictorial possible. !This work is being carried out as part of the project “Smart Textile Services” sponsored by the Dutch Ministry of Economic Affairs under the CRISP program. !
www.beta-textiles.com
/ Designing Quality in TIII
quality and meaning are created in the interaction with the world !embodied and aesthetic interaction with product, experience and the entire innovation process !!!!!!!!
10. Don’t think thinking, just do doing… and start making together